#include <Engine/StdAfx.h>
#include <Engine/Renderer/D3D11/RenderToTextureD3D11.h>
#include <Engine/ILight.h>

namespace fastbird
{

void RenderToTextureD3D11::SetColorTextureDesc(int width, int height, PIXEL_FORMAT format)
{
	mRenderTargetTexture = gFBEnv->pRenderer->CreateTexture(0, width, height, format,
		BUFFER_USAGE_DEFAULT, BUFFER_CPU_ACCESS_NONE, TEXTURE_TYPE_RENDER_TARGET);
}

void RenderToTextureD3D11::SetDepthStencilDesc(int width, int height, PIXEL_FORMAT format)
{
	mDepthStencilTexture = gFBEnv->pRenderer->CreateTexture(0, width, height, format,
		BUFFER_USAGE_DEFAULT, BUFFER_CPU_ACCESS_NONE, TEXTURE_TYPE_DEPTH_STENCIL);
}

}